Monitor Duty - Session 11

Jun 16, 2011 15:44

Session 11 of Justice Leage Beyond seemed to go well. The gimmick was that the group's usual characters had been captured at the end of last session; so each player had to play an alternate PC and fight evil in their absence, while trying to find a way to rescure them. I was a bit unsure if this would play as well as it went in my head ( ( Read more... )

mutants & masterminds

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1nnuend0 June 16 2011, 18:40:27 UTC
Something that's been going around the group for a while now is that the game has been quite reactive, quite GM-adventure-heavy compared to other games I've ran.

As a player I've not noticed a huge problem with this, but I appreciate that you're having to do an awful lot of the leg work in this situation. I don't think that being reactive to situations can't be fun, or doesn't stay true to comic books, but perhaps we should all have a bit more input.

I quite liked Weeble's suggestion of all writing down ideas for scenarios that we'd like to see. You could pick them at your leisure and work them into sessions, or for a more random factor we could even just draw them out of a hat and see what happens. :-)

No other campaign has really mega-grabbed me, to be honest; the most likely is an AD&D game, which would just be a light-hearted blast through a couple of classic modules.

TOMB OF HORRORS!!!

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hubcap_reloaded June 16 2011, 20:58:04 UTC
As a player I've not noticed a huge problem with this, but I appreciate that you're having to do an awful lot of the leg work in this situation.

I don't actually mind the work involved in this case: in fact, in some ways, reactive games are easier on me because I can design the key variables up front. "The next two weeks will be in Japan: here's the stat blocks for a few Japanese villains." It's the on-the-fly reaction which can be more taxing for me and for other GMs when a random player question about drug prices turns into a whole new plot.

It's more that I'm worried that being completely reactive is a little bit dull for the players, a bit too heavy handed. One of the big charms of RPGs is the ability for the players and the GM working together to dynamically create and change the situation in a way no computer could ever model; a text based game where the software never says "You can't get ye flask."

I quite liked Weeble's suggestion of all writing down ideas for scenarios that we'd like to see. You could pick them at ( ... )

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